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FPS Insurgency, Tactical Military FPS

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TSSkidd Chung
post Jul 8 2015, 09:51 AM

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Added a damage calculator link on the first post.

http://letchill.com/calc/


This lets you select the weapon, the bullet type, the target range and their armor. Also let you know how many hits it takes to kill the target.

For example, AKM does less damage than M16A4.

A M9 pistol with AP rounds kills every target in 1 hit unless target uses Heavy Armor.

A M16 with AP kills all targets in 1 hit under 100 range.


Useful to know your weapons capabilities and what is important. In other words, always use AP rounds!!!
kamfoo
post Jul 23 2015, 07:14 PM

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pvp i dunno where to camp...
TSSkidd Chung
post Jul 27 2015, 12:31 PM

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New update is out. [URL=http://steamcommunity.com/games/insurgency/announcements/detail/79162120422358432
http://steamcommunity.com/games/insurgency...162120422358432
]http://steamcommunity.com/games/insurgency/announcements/detail/79162120422358432
[/URL]


We are releasing an update to the game that adds a new VOIP radio filter, changes to Hardcore and Elite Coop playlists, new animations, gameplay tweaks, bug fixes, and more. Full changelist can be found below:

Update July 26th, 2015 Changelist

Features
Added a radio filter for ingame VOIP, which can be toggled on and off in Audio Options.
Added option to disable HTML MOTDs in game settings, this prevents auto-playing video and audio MOTDs.

Map Changes
Heights & Station - Fixed the water causing issues with grenades and molotovs.
Market (Checkpoint) - Added cover at first spawn and some adjusted spawns.
Tell (Checkpoint) - Clipped problem area and adjusted several spawns.
Peak - Fixed an invisible wall in the center area.
Verticality - Enabled collisions for all jug props and removed the ones that would block the player.
Uprising - Fixed a few potential exploits and other minor bugs.
Station - Fixed an invisible wall.
Buhriz - Fixed minor graphical issues.
Sinjar - Fixed roof exploits and other minor bugs.
Market - Fixed player not able to block B Firefight when backing into the doorway.
Siege bug fixes:
Fixed Security able to access D Push before previous points are captured.
Fixed a small hole in the restricted area at the exit of INS Spawn.
Moved cache D Push a tad to protect it more from AT4 distance shots.

Gameplay Changes
In Hardcore Coop, Insurgent opponents are armed with paramilitary equipment, including heavy armor, AK74 with AP rounds, and incendiary grenades.
In Elite Coop, Insurgent opponents are armed with less sophisticated equipment, including AKM, Mosin rifles, MP40’s, and molotov cocktails.
Made tweaks to Outpost mode:
Cache health now resets on wave start.
Implemented VO for AI damaging the cache.
Reduced cost of Hollow Point ammunition by two supply.
You can now hear other players reload and crawl.
Grenade projectiles now deal direct impact damage if they come in contact with an enemy.
Reduced the bounciness of grenades.
Increased holster animation speed for all primary weapons except the M249, RPK, RPG and AT4
Changed baseball slide animation to a slide on the knees.
Added the ability to lean with the RPG, AT4 and Knives.
You can now pick up a weapon from the ground if you are carrying the same type of weapon (eg. swapping an AKM for another AKM).
Added audio fade out during the death to spectator transition.
Leaning to the left while standing no longer exposes your leg so much and your character's head is at the same level as your view in first person.
Sliding now keeps you crouched if you used the toggle crouch key.
The size of the weapon is now kept consistent regardless of cl_ads_fov_scale setting.

Visual Improvements
New first person ready animations for the M16, M4A1 and MK18.
C79 optic is more aligned with the center of your screen on the M16/M4 and M14.
7x Scope has been centered and moved closer to the screen on the M14.
M249 handle no longer moves during animations.
New third person reload, sprinting, crawling, leaning and firing animations.
World model of the M249 has moving parts during the reloads.
Bipods now deploy on world models.
The Security team’s holstered primaries hang in front of their character, simulating a three-point sling, while longer weapons hang over their shoulder, such as the FAL, L1A1, M14, M40, Mosin, SKS & RPK.
Insurgent team’s primary weapons holster on the left shoulder, or on their back when not wearing a backpack.
Both teams holster the RPG and AT4 on the right shoulder.
Added helmets to most Security team classes in coop.
Added helmets to most Insurgents in Hardcore Coop playlist.

UX Improvements
Updated Ukrainian and Polish translations (thanks to [UA] Nick919 and Kamil Stankiewicz)
Fixed scrolling on Workshop subscriptions list in-game.

Bug Fixes
Fixed various achievements not properly being triggered.
Fixed weapon world model collisions.
Weapons are no longer dropped in spawn zones. This was being abused by players suiciding at the start of the round to give their teammates weapons.
Fixed exploit used to see through walls with the knife.
Fixed bots flashbang responses not triggering properly.
Fixed bots in Occupy.
Changed Outpost HQ voice over at game start.
Fixed an exploit where using the knife could allow you to penetrate walls.
Fixed explosion crash for users in 5.1/7.1.
Fixed directional audio for proximity squad voices.
Local DSP effects are now correctly applied to proximity squad voice.
Fixed smoke grenades not always blocking line of sight for AI.
Fixed multiple engine exploits (thanks to Nathaniel Theis).
Fixed AI rarely talking in cooperative games.
Fixed an orientation issue with the M249 muzzle flash. A dirt particle associated with it would be shooting up in the air instead of forward. It was also affecting tracer round effects.

Modding
Switched over to the ISteamUGC API for managing Workshop content. This allows for addons of any file size and uploaders are no longer bound by a quota.
Uploading a map to Workshop no longer modifies the map file. The upload process will still automatically find overviews, loading background and map voting image but will no longer embed them in the BSP.
Unified the uploader for VPK addons and maps.
Added “Playlist” category to in-game uploader.
Theater scripts now load several of the sound scripts rather than having it in the game_sounds_manifest.txt, this allows theater mods to easily override most of the in-game audio.
M4 and M16 carry handle model are no longer shared between both weapons. M4 uses the “a_carryhandle_m4” model & the M16 uses the “a_carryhandle_m16” model. They also use their own diffuse textures respectively.
Added 3rd person model attachment system that can be used to add bonemerged model to a player model. This can also be used to create fallbacks when a gear item is not equipped (“fallback_for_slot”).
New attachment points have been created on player models to determine where they are placed when holstered.
Added several input and output events to the ins_rulesproxy entity.
Added Start Breakable flag to prop_door_rotating. This allows for L4D2/CSGO style destructible doors.

Thanks! Have fun!
mmuurrllyy
post Jul 28 2015, 12:09 PM

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Hi. I been playing for weeks.

steam id: mmuurrllyy
TSSkidd Chung
post Aug 29 2015, 08:56 AM

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Insurgency on sale now in Humble Bundle store for USD3.74.

https://www.humblebundle.com/store/p/insurgency_storefront

This post has been edited by Skidd Chung: Aug 30 2015, 08:04 AM
Sh0gun
post Aug 30 2015, 11:08 PM

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hello been playing casually. IGN: Warfarer.
TSSkidd Chung
post Sep 4 2015, 01:33 PM

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New compass and also leader call outs which are different from others. This is from the Beta which is currently being tested before release.

Also can change from current mouse select menu, to number menu (CS) or scroll.

Spotting (red box) also seemed to be removed in the beta. Instead, using "enemy spotted" in the callout menu, it marks the general direction of enemy at the compass.

user posted image

This post has been edited by Skidd Chung: Sep 4 2015, 01:38 PM
TSSkidd Chung
post Sep 5 2015, 02:17 AM

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In case anyone didn't notice, Insurgency is supported by Steam Workshop mods. Meaning, there are boat loads of mods out there to try out.

I just happened to watch this guy install all the ridiculous mods he can find and try playing vs bots. Results is hilarious.


Sh0gun
post Sep 5 2015, 04:16 PM

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Bro you should make a steam group insurgency malaysia or something I will join.
TSSkidd Chung
post Sep 6 2015, 01:47 AM

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QUOTE(Sh0gun @ Sep 5 2015, 04:16 PM)
Bro you should make a steam group insurgency malaysia or something I will join.
*
Not as many players nowadays.

But if you want a group, I can invite you to a SG/MY steam group but they are mostly on ARMA 3 now. Although most of them are from Insurgency.


TSSkidd Chung
post Sep 14 2015, 05:31 PM

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Insurgency for SALE at Humble store for USD3.74

https://www.humblebundle.com/store/p/insurgency_storefront
TSSkidd Chung
post Sep 19 2015, 11:49 AM

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Insurgency new update is out.

Fixes and improvements.

New maps and new HUD with compass, and new callouts.
latios507
post Sep 19 2015, 02:01 PM

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Wah Skid.. now playing Insurgency ah. The last time I played with you was on DayZ! Man I miss the good old days.

Any thoughts on this game? Planning to buy one. Looks great for a tactical shooter
TSSkidd Chung
post Sep 19 2015, 02:20 PM

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QUOTE(latios507 @ Sep 19 2015, 02:01 PM)
Wah Skid.. now playing Insurgency ah. The last time I played with you was on DayZ! Man I miss the good old days.

Any thoughts on this game? Planning to buy one. Looks great for a tactical shooter
*
Been playing these since last year man. Long time also never played with you already.

This game in my opinion nails the gritty infantry fighting that BF series and COD can't grasp. CS:GO also kalah in my opinion but it's a different type of FPS.

If you really want to buy, go ahead, it's cheap in MY Steam or just get from G2A for discounted rate.

But if you willing to wait for sale, this game easily go for 50% or 75% during a sale.


So far all updates/maps are free. It has steam workshop integration meaning you can change skin/sound/etc to suit your own playing needs. No extra costs involve like DLC or micro transactions etc.

In SEA region, we got about 3-6 32 player PVP servers but only 2-3 are populated during peak hours on weekends.

For coop servers, there is a like more than 10 servers available in SEA.


Last time, I saw Tok Man and also Karuzo join Insurgency for a few games but I think they went back to ARMA. sad.gif




TSSkidd Chung
post Sep 19 2015, 02:35 PM

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Changelist http://newworldinteractive.com/embassy-upd...tember-18-2015/

NEW FEATURES:

Embassy map
Multiplayer modes: Firefight, Ambush, Elimination, Skirmish, Push, Occupy, and Strike
Cooperative modes: Checkpoint, Hunt, Survival, and Outpost
Compass HUD element.
Squad Leader radial menu.
New voice commands.
UX CHANGES:

Redesigned radial menu:
Removed floating markers (enemy spotting, move to, etc), these now appear as icons on the compass.
Added directional callouts (“Enemy contact, North!” or “Move South-East.”).
Added keybinding options for every radial menu command.
Added new control schemes for selecting radial menu options:
Scrolling: Hold down the radial key and scroll to select an option.
Numbered: Press C and a number key, does not lock your aiming.
Voice chevrons around floating squad icons now also appear for radial commands.
Added squad leader specific radial menu, the center radial option switches between leader/subordinate menus. This can be bound to a unique key.
Added cl_hud_firemode_show_always convar which, when enabled, will result in the firemode display always being visible.
The Outpost and Survival level display is now where the clock is in other modes.
The active objective icon HUD element has been merged with the dock. Entering an objective will show a larger icon for the active objective as well as showing the progress.
GAMEPLAY IMPROVEMENTS:

Added tactical reloads to the shotguns.
A player will be pushed away from a wall if there is no room for the extents of their body.
Limited the amount of time that players can get infinite resupplies if they don’t leave their spawn (default: 45 seconds).
Unlimited resupplying is completely disabled in Push during the last stand.
Buckshot fires 12 pellets rather than 9, spread increased.
Lag compensation now factors in pose parameters.
Flashbang effects are visible when spectating a player in first person.
CONTENT IMPROVEMENTS:

New and improved character animations:
Reloading and firing are now properly animated for bolt action rifles and shotguns.
Players hold and reload all SMGs correctly.
Rifles, SMGs and shotguns are kept shouldered when running while standing or crouching.
New start of round idles for all weapon types.
New grenade throw animations for standing and crouching.
New stance transition animations (stand to crouch, crouch to prone etc.).
Pistol slides move when firing.
The model of the C4/IED will change to the detonator when appropriate.
The warhead from the RPG will now disappear after it has been fired.
Various other fixes.
Empty shell casings eject from third person character models.
Suppressed weapons emit muzzle smoke when fired, and smoke trail after firing by the third person character.
New M40 and M590 world models.
Updated the prone positions in third person so your player model head is where the first person view is, no longer the crotch.
Shotgun pumping animation is now a separate animation and functions the same way as bolt-action rifles (eg. you can suspend the pumping sequence by holding down the left mouse button after firing).
Improved water explosion sounds.
Fixed players not hearing the same HQ or radial command voice over lines.
Opposing team will hear voice over triggered by radial menu commands.
Added HQ voice overs for hero captures and one minute remaining warnings.
The radial menu now has separate dialogue that plays when the speaker is suppressed, just as the responses do.
MAP CHANGES:

Ministry
Pillars added to lobby area
Retextured many areas of the map
Booth in the middle of the parking garage reconstructed to not be completely solid
Market
Building on the beach reconstructed as a two-storey police station.
Clipped all stairs to smooth vertical movement
Panj
Skirmish Security cache location altered to not be hit by RPG from Insurgent spawn.
District
Added player clipping to exploited locations.
Tell
Small tweaks to security cover outside push A and push C objectives. Moved last stand cache out of the path of spawning insurgents.
BUG FIXES:

Fixed several Source engine exploits including the VTF arbitrary code execution exploit.
Fixed bullet penetration not hitting a prop multiple times. This allows you to shoot through some props where it was previously impossible such as the dumpster or vehicles.
Fixed a bug where changing stance while shooting would cause the reload animation to start playing.
Fixed exploit through setting cl_headbob_amp to high values.
Fixed the cache discovery lines in Hunt playing when they shouldn’t.
Fixed VoIP radio filter not scaling to the client’s voice volume.
Fixed bipod twitching on the M249 and RPK in third person.
Fixed issue with Workshop where the custom/workshop directory tree would not be created on a fresh install.
Fixed grenade world models so that they will roll less.
Fixed bots reporting their own deaths.
Improved cl_ads_weapon_fov_scale so that it gives consistent results.
Fixed floating EOTech reticle on the M16A4/M4A1 when the weapon is blocked.
Fixed friendly fire VO not playing.
Improved water bullet impact particles.
OS X:
Reduced the amount of memory being used by textures.
Retina display resolutions are now selectable.
MODDING:

Fixed outdated ISteamUGC items not being updated on a dedicated server.
Allowed materials and textures under materials/vgui to be modified on sv_pure 1.
Added support for uploading multi-part VPK files. When uploading, select the VPK that ends with “_dir”.
Checkpoint maps can now override the game’s counter-attack chance by adding a counterattack_chance block under settings (like this).
In the maptxt “nightlighting” and “navfile” have been moved up to the top level so that it’s not under a gamemode. You will need to update this in your own maps.
Added “draw_speed”, “holster_speed”, “reload_speed” and “bolt_speed” to both weapons and upgrades. The value is an animation speed multiplier.
Added “weapon_requirements” block to weapons which defines criteria for weapon interactions:
“firing_ironsights”: Firing requires the player to ADS.
“firing_bipod”: The player must be bipodded to fire.
“firing_stationary”: The player must be stationary to fire.
“ironsights_bipod”: The player must be bipodded to ADS.
“ironsights_stationary”: The player must be stationary to ADS.
“reload_empty”: The weapon must be empty to be reloaded.
“reload_bipod”: The weapon can only be reloaded when bipodded.
“reload_stationary”: You must be stationary to reload.
Enabled func_monitor support.
Fixed game_player_equip entity.
Added Explode, MakeDud and SetPlayerOwner inputs to explosive entities.
KNOWN BUG:

OS X users moving their cursor outside of the radial menu bounds may experience a locked cursor, this can be fixed by opening the scoreboard or clicking the left mouse button.
TSSkidd Chung
post Sep 20 2015, 07:17 PM

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On sale now in Steam 35% off until Oct 1st.
TSSkidd Chung
post Oct 7 2015, 12:41 AM

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Insurgency is currently bundled in Indiegala's Insurgency bundle.

https://www.indiegala.com/insurgency
TSSkidd Chung
post Oct 19 2015, 03:38 PM

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Insurgency currently on Sale at Indie Gala Store.

https://www.indiegala.com/store/product/insurgency/222880_ig
TSSkidd Chung
post Oct 28 2015, 06:49 AM

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Insurgency is in the current Humble Bundle. Get it for Usd 1.
AbdullahCheng
post Nov 1 2015, 03:18 PM

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QUOTE(Skidd Chung @ Oct 28 2015, 06:49 AM)
Insurgency is in the current Humble Bundle. Get it for Usd 1.
*
my friend need help to buy. any1 can help?

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